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These are the user uploaded subtitles that are being translated: 1 00:00:00,820 --> 00:00:01,740 - [Instructor] In this video, 2 00:00:01,740 --> 00:00:04,600 we will start polishing our walk cycle. 3 00:00:04,600 --> 00:00:07,420 As following cycle, we will apply 4 00:00:07,420 --> 00:00:10,150 some kind of layered method, 5 00:00:10,150 --> 00:00:13,680 meaning that we will start by polishing the feet, 6 00:00:13,680 --> 00:00:16,310 then the root of the torso, 7 00:00:16,310 --> 00:00:19,190 and then the different features of the body. 8 00:00:19,190 --> 00:00:21,400 As explained in the previous video, 9 00:00:21,400 --> 00:00:25,080 we may have to change the timing of this animation. 10 00:00:25,080 --> 00:00:28,690 Vanillia cycle is generally around one second, 11 00:00:28,690 --> 00:00:30,360 maybe a little more, 12 00:00:30,360 --> 00:00:33,730 since I'm animating a 30 frame per second. 13 00:00:33,730 --> 00:00:37,800 A current animation is about 0.8 seconds. 14 00:00:37,800 --> 00:00:39,960 To get a better feeling about this, 15 00:00:39,960 --> 00:00:43,410 I will select all my keys and I will switch to Bezier 16 00:00:43,410 --> 00:00:45,230 by pressing the T key. 17 00:00:45,230 --> 00:00:46,920 Oh when I played the animation, 18 00:00:46,920 --> 00:00:49,940 it definitely feels a bit too fast. 19 00:00:49,940 --> 00:00:53,450 What I want to do is push the length of this animation 20 00:00:53,450 --> 00:00:55,930 a little over 30 frame. 21 00:00:55,930 --> 00:00:58,370 Let's try 32 frame. 22 00:00:58,370 --> 00:01:03,020 So I will set the end of the animation on frame 31. 23 00:01:03,020 --> 00:01:07,350 Now, with all my keys selected, I will put to play head 24 00:01:07,350 --> 00:01:10,200 on frame 0 and press S scale 25 00:01:10,200 --> 00:01:14,223 til the latest keys are aligned with frame 32. 26 00:01:15,410 --> 00:01:19,800 This way, all the keys have been offset by one frame. 27 00:01:19,800 --> 00:01:23,200 I now have a key pose every four frames. 28 00:01:23,200 --> 00:01:26,463 My walk cycle rhythm looks way more natural. 29 00:01:27,600 --> 00:01:30,250 With my amateur in pose mode, 30 00:01:30,250 --> 00:01:33,770 I will select the foot and I will press control tab 31 00:01:33,770 --> 00:01:38,110 over the action editor to switch to the graph editor. 32 00:01:38,110 --> 00:01:41,870 I will then click to show selected only icon. 33 00:01:41,870 --> 00:01:44,350 We will start by idling all the curve 34 00:01:44,350 --> 00:01:46,330 but the location curves. 35 00:01:46,330 --> 00:01:49,830 Whether you're working on the run or a walk cycle, 36 00:01:49,830 --> 00:01:52,650 the first thing you want is to fix 37 00:01:52,650 --> 00:01:55,800 whenever the feet is in contact with the ground. 38 00:01:55,800 --> 00:01:58,420 This the contacting foot is supposed to move 39 00:01:58,420 --> 00:02:00,120 at a constant speed. 40 00:02:00,120 --> 00:02:02,410 You need a linear interpolation 41 00:02:02,410 --> 00:02:04,640 between the first contacting frame 42 00:02:04,640 --> 00:02:06,990 and the last contacting frame. 43 00:02:06,990 --> 00:02:10,230 In our case, between frame 0 and frame 20. 44 00:02:10,230 --> 00:02:12,660 You can easily get to this result 45 00:02:12,660 --> 00:02:16,740 by converting the key frames on those contacting pose 46 00:02:16,740 --> 00:02:19,450 to vector using the V key, 47 00:02:19,450 --> 00:02:23,190 and then we can get rid of all the key frame in between. 48 00:02:23,190 --> 00:02:26,630 The same then apply to the Z and X key, 49 00:02:26,630 --> 00:02:30,220 won't be any up and down or side to side motion 50 00:02:30,220 --> 00:02:32,210 while the foot is on the ground. 51 00:02:32,210 --> 00:02:35,030 Select the Z and X curve keys 52 00:02:35,030 --> 00:02:38,130 and I will press the dot key to zoom in. 53 00:02:38,130 --> 00:02:42,650 There should be no variation between frame 0 and frame 20 54 00:02:42,650 --> 00:02:46,130 so I will simply duplicate frame 12, 55 00:02:46,130 --> 00:02:48,500 which is the same as frame 20, 56 00:02:48,500 --> 00:02:53,270 and move it by pressing G and X on the x-axis 57 00:02:53,270 --> 00:02:55,250 toward frame 20. 58 00:02:55,250 --> 00:02:58,380 Pressing the V key, I can transform the end-alls 59 00:02:58,380 --> 00:03:01,210 on frame 0 and frame 20 to vector 60 00:03:01,210 --> 00:03:03,950 and get rid of all the keys in between. 61 00:03:03,950 --> 00:03:05,850 And here we have fixed our curve 62 00:03:05,850 --> 00:03:08,440 whenever the foot is in contact with the ground, 63 00:03:08,440 --> 00:03:10,440 a little detail here. 64 00:03:10,440 --> 00:03:13,090 Since I have created this animation 65 00:03:13,090 --> 00:03:16,250 by duplicating our run cycle, 66 00:03:16,250 --> 00:03:20,470 we can see that we have a loop modifier or cycling modifier 67 00:03:20,470 --> 00:03:24,840 onto our curve and they do repeat over time. 68 00:03:24,840 --> 00:03:28,330 I select all the curve, I can press shift E 69 00:03:28,330 --> 00:03:32,230 and use a clear cyclic modifier to get rid of it. 70 00:03:32,230 --> 00:03:35,000 But since we are walking on a cycle, 71 00:03:35,000 --> 00:03:37,690 it does make sense to keep the modifier. 72 00:03:37,690 --> 00:03:42,690 So I will press shift E and select make cyclic again. 73 00:03:42,760 --> 00:03:45,030 Before I start polishing the curve, 74 00:03:45,030 --> 00:03:47,410 I will calculate the motion path. 75 00:03:47,410 --> 00:03:50,380 Use the foot controller as a reference point 76 00:03:50,380 --> 00:03:52,900 or you can choose the toe controllers. 77 00:03:52,900 --> 00:03:55,400 As explained before, I will press Q 78 00:03:55,400 --> 00:03:59,240 to calculate the motion path since I've made it 79 00:03:59,240 --> 00:04:02,980 one of my quick favorite, and I'm calculating it 80 00:04:02,980 --> 00:04:05,500 over frame 0 to 32. 81 00:04:05,500 --> 00:04:07,500 Before I jump into polishing, 82 00:04:07,500 --> 00:04:11,550 I've tracked the motion of the foot on the reference. 83 00:04:11,550 --> 00:04:14,220 And before whenever the foot is contacting the ground, 84 00:04:14,220 --> 00:04:17,210 it's moving with a linear fashion. 85 00:04:17,210 --> 00:04:20,410 Then we can see an ease in and ease out 86 00:04:20,410 --> 00:04:23,070 whenever it's starting to raise. 87 00:04:23,070 --> 00:04:26,130 It's accelerating until the passing pose 88 00:04:26,130 --> 00:04:28,720 but also losing altitude. 89 00:04:28,720 --> 00:04:30,860 And then, it raise again, 90 00:04:30,860 --> 00:04:34,663 go a little beyond the contact pose and fall. 91 00:04:35,560 --> 00:04:37,980 On the run cycle, we will polish one foot 92 00:04:37,980 --> 00:04:41,550 and then we will mirror the animation onto the other one. 93 00:04:41,550 --> 00:04:45,720 To help myself, I will go in front of you and press Alt B 94 00:04:45,720 --> 00:04:48,210 and frame off of the character 95 00:04:48,210 --> 00:04:50,870 so that I see only the left foot, 96 00:04:50,870 --> 00:04:53,480 the one I'm going to work on. 97 00:04:53,480 --> 00:04:57,110 From there, let's start polishing the location of the foot. 98 00:04:57,110 --> 00:04:59,840 I will start with the Y location. 99 00:04:59,840 --> 00:05:03,720 As usual, I will display the polish curve as a reference. 100 00:05:03,720 --> 00:05:05,040 In studying the reference, 101 00:05:05,040 --> 00:05:08,220 we've seen that the foot was traveling a bit backward 102 00:05:08,220 --> 00:05:09,320 when leaving the ground. 103 00:05:09,320 --> 00:05:13,220 So I'm pushing a bit the curve on frame 22 104 00:05:13,220 --> 00:05:15,540 as if it was some kind of overshoot. 105 00:05:15,540 --> 00:05:20,360 We get a smooth arc in the curve and then an acceleration 106 00:05:20,360 --> 00:05:23,130 toward the next contacting pose. 107 00:05:23,130 --> 00:05:25,380 And as shown in the reference, 108 00:05:25,380 --> 00:05:29,350 the foot travels a bit further than the contacting pose 109 00:05:29,350 --> 00:05:31,343 before contacting on frame 32. 110 00:05:32,260 --> 00:05:36,170 So the value of the curve on frame 31 is lower, 111 00:05:36,170 --> 00:05:39,830 so further forward than on frame 32. 112 00:05:39,830 --> 00:05:42,330 We'll go back in the front of view, 113 00:05:42,330 --> 00:05:44,560 press Q to access my quick favorite 114 00:05:44,560 --> 00:05:46,650 and update the motion path. 115 00:05:46,650 --> 00:05:49,600 We now need to work on the up and down of the foot. 116 00:05:49,600 --> 00:05:53,050 As you can see, it's very linear for the time being. 117 00:05:53,050 --> 00:05:56,870 As seen in the reference, the highest point for the foot 118 00:05:56,870 --> 00:05:59,510 is going to be just after leaving the ground 119 00:05:59,510 --> 00:06:01,660 and just before hitting the ground. 120 00:06:01,660 --> 00:06:04,620 I'm raising the control point on frame 24 121 00:06:04,620 --> 00:06:07,933 and then I will lower it next to the passing pose. 122 00:06:07,933 --> 00:06:11,140 We want the toes to almost touch the ground. 123 00:06:11,140 --> 00:06:16,140 I will move the previous extreme up from from 24 to frame 23 124 00:06:16,140 --> 00:06:18,400 to have a smoother motion. 125 00:06:18,400 --> 00:06:21,840 I will also move the next extreme on frame 30 126 00:06:21,840 --> 00:06:26,140 so that the foot gets high and then slap onto the ground. 127 00:06:26,140 --> 00:06:29,150 And now we can see that we have a motion path 128 00:06:29,150 --> 00:06:33,170 that is very close to what we had on the reference. 129 00:06:33,170 --> 00:06:36,000 Note that the keys on the contacting frames 130 00:06:36,000 --> 00:06:39,090 all have their end-alls set to vectors 131 00:06:39,090 --> 00:06:41,120 so that we don't have any easing 132 00:06:41,120 --> 00:06:43,250 when the foot is leaving the ground 133 00:06:43,250 --> 00:06:45,880 or when it's contacting the ground. 134 00:06:45,880 --> 00:06:48,370 We can now switch to front view, 135 00:06:48,370 --> 00:06:50,680 editing the left to right motion 136 00:06:50,680 --> 00:06:52,800 is going to be pretty straightforward. 137 00:06:52,800 --> 00:06:54,890 I will frame the curve 138 00:06:54,890 --> 00:06:57,807 and I will give it a little parabolic shape, 139 00:06:57,807 --> 00:07:02,140 making sure that the foot is at its extreme on the side 140 00:07:02,140 --> 00:07:05,150 that whenever we are hitting the passing pose. 141 00:07:05,150 --> 00:07:07,490 We are starting to get decent results 142 00:07:07,490 --> 00:07:11,010 regarding the location of this foot controller. 143 00:07:11,010 --> 00:07:13,260 Let's work on the foot roll. 144 00:07:13,260 --> 00:07:15,880 I prefer to start walking on the rotation 145 00:07:15,880 --> 00:07:18,210 using the heel controller 146 00:07:18,210 --> 00:07:21,690 because it's the main rotation controller of the foot, 147 00:07:21,690 --> 00:07:23,980 at least on the walk cycle. 148 00:07:23,980 --> 00:07:27,510 And then, I will get back on the foot to tweak 149 00:07:27,510 --> 00:07:30,900 and input some subtle rotation to the foot. 150 00:07:30,900 --> 00:07:33,690 To touch the ground, the foot should be slapping. 151 00:07:33,690 --> 00:07:37,330 Though, I want a fast motion between the contacting pose 152 00:07:37,330 --> 00:07:40,100 and the flat foot position. 153 00:07:40,100 --> 00:07:42,850 So I will offset the key with a value of zero 154 00:07:42,850 --> 00:07:46,600 on the frame 1 and I will switch the end-all to vector. 155 00:07:46,600 --> 00:07:49,010 This way, the foot is getting flat on the ground 156 00:07:49,010 --> 00:07:51,840 over one frame with a clean curve. 157 00:07:51,840 --> 00:07:55,040 After the passing pose when the heel is raising, 158 00:07:55,040 --> 00:07:57,760 I want a slight acceleration. 159 00:07:57,760 --> 00:08:01,850 So I want my curve to look more like a parabolic one. 160 00:08:01,850 --> 00:08:04,030 Also, I need to offset a bit 161 00:08:04,030 --> 00:08:06,840 the moment the heels start to raise. 162 00:08:06,840 --> 00:08:09,260 It's just after the passing pose, 163 00:08:09,260 --> 00:08:12,100 around frame 10, not frame 8. 164 00:08:12,100 --> 00:08:14,180 I will fix this a little later. 165 00:08:14,180 --> 00:08:16,300 Right now, I'm just pushing the pose 166 00:08:16,300 --> 00:08:20,460 to make sure that the foot has a smoother motion. 167 00:08:20,460 --> 00:08:21,740 I want to hold a bit the pose 168 00:08:21,740 --> 00:08:23,410 where the foot is pointing down. 169 00:08:23,410 --> 00:08:28,410 So I will duplicate the key on frame 24 to frame 25 170 00:08:28,750 --> 00:08:31,210 and create a slight plateau. 171 00:08:31,210 --> 00:08:35,010 Then I want to create the flapping or whipping motion, 172 00:08:35,010 --> 00:08:38,140 meaning that the toes will get higher 173 00:08:38,140 --> 00:08:40,750 just before they hit the ground. 174 00:08:40,750 --> 00:08:43,450 So I need to push the curve down 175 00:08:43,450 --> 00:08:46,180 just before the contacting pose. 176 00:08:46,180 --> 00:08:49,400 From there, I will kind of fine tune each pose. 177 00:08:49,400 --> 00:08:51,340 It's more about motion feeling, 178 00:08:51,340 --> 00:08:53,840 that's something I can't really explain. 179 00:08:53,840 --> 00:08:57,290 And I will fix the moment the heel raise 180 00:08:57,290 --> 00:09:00,860 by delaying it by two frames. 181 00:09:00,860 --> 00:09:03,900 Next, we are going to work on the X rotation 182 00:09:03,900 --> 00:09:06,090 of the main toe controller. 183 00:09:06,090 --> 00:09:09,060 We're going to have the same behavior 184 00:09:09,060 --> 00:09:11,980 as the tale of this hero character. 185 00:09:11,980 --> 00:09:16,530 It will have a subtle overlapping or full of emotion. 186 00:09:16,530 --> 00:09:18,900 In this case, we will be only animating 187 00:09:18,900 --> 00:09:21,730 the axialer rotation of the toes. 188 00:09:21,730 --> 00:09:23,090 It's very simple. 189 00:09:23,090 --> 00:09:25,530 We want the toes to slightly drag. 190 00:09:25,530 --> 00:09:27,800 So basically, you want them 191 00:09:27,800 --> 00:09:30,993 to point toward their previous position. 192 00:09:31,890 --> 00:09:35,370 As the foot flap on the ground and is getting flat, 193 00:09:35,370 --> 00:09:37,830 I will slightly raise the toes. 194 00:09:37,830 --> 00:09:39,930 Then later, I will make them flat 195 00:09:39,930 --> 00:09:42,543 and then switch their end-alls to vector. 196 00:09:43,680 --> 00:09:46,980 Then working on the moment the foot leave the ground, 197 00:09:46,980 --> 00:09:50,030 I will switch the end-all on frame 20 to vector 198 00:09:50,030 --> 00:09:54,020 to make sure that the rotation of the toes is accelerating 199 00:09:54,020 --> 00:09:56,050 as they are pulled backward. 200 00:09:56,050 --> 00:09:59,460 And I will make sure I have some dragging of the toes 201 00:09:59,460 --> 00:10:02,830 until frame 30, not bending them too much 202 00:10:02,830 --> 00:10:05,080 or the motion too stylized 203 00:10:05,080 --> 00:10:07,480 and the foot will look very loose. 204 00:10:07,480 --> 00:10:11,150 And as I a hard time getting the right position 205 00:10:11,150 --> 00:10:13,210 for the toes on frame 30, 206 00:10:13,210 --> 00:10:18,150 it's simply add another key frame here and animate on ones. 207 00:10:18,150 --> 00:10:21,990 Animating on ones means that you add a key frame 208 00:10:21,990 --> 00:10:25,550 or drawing on each single frames. 209 00:10:25,550 --> 00:10:28,230 It's perfect when you have a complex motion 210 00:10:28,230 --> 00:10:31,470 on very few frame to key each frame 211 00:10:31,470 --> 00:10:34,040 and work each poses, one by one. 212 00:10:34,040 --> 00:10:38,320 With our toes now polished, we can switch back to the foot 213 00:10:38,320 --> 00:10:40,400 and work a bit on its rotation. 214 00:10:40,400 --> 00:10:42,870 We will keep it simple and only work 215 00:10:42,870 --> 00:10:45,280 on the Z quadrillion rotation. 216 00:10:45,280 --> 00:10:49,280 Foot motion when going into details can be very complex. 217 00:10:49,280 --> 00:10:52,130 We want to push the level of realism further. 218 00:10:52,130 --> 00:10:55,000 You need to study your reference frame by frame. 219 00:10:55,000 --> 00:10:58,610 Check out which part of the foot is contacting first, 220 00:10:58,610 --> 00:11:01,080 whether the weight is more on the edge, 221 00:11:01,080 --> 00:11:03,690 on the middle of the foot, on the ball of the foot, 222 00:11:03,690 --> 00:11:06,630 et cetera, is there any squashing 223 00:11:06,630 --> 00:11:09,740 or slight shaking motion of the ankle? 224 00:11:09,740 --> 00:11:13,080 All those subtle movement brings what we call texture 225 00:11:13,080 --> 00:11:17,490 to the animation and we'll make your animation looks less CG 226 00:11:17,490 --> 00:11:19,120 and more subtle. 227 00:11:19,120 --> 00:11:22,370 So in the end, I'm just slightly pushing the rotation 228 00:11:22,370 --> 00:11:24,760 we have already input during the blocking. 229 00:11:24,760 --> 00:11:28,540 And I will just input a bit of rotation toward the inside 230 00:11:28,540 --> 00:11:31,720 when the foot is leaving the ground and toward the outside 231 00:11:31,720 --> 00:11:36,043 when the foot is getting to the next contact pose. 232 00:11:36,043 --> 00:11:39,270 This will translate the fact that there is more pressure 233 00:11:39,270 --> 00:11:42,800 under the big toe when the foot is leaving the ground. 234 00:11:42,800 --> 00:11:47,800 While we favorize weight over the outer edge of the foot 235 00:11:48,310 --> 00:11:49,860 when contacting. 236 00:11:49,860 --> 00:11:53,320 It's a subtle weight transfer from the outside of the foot 237 00:11:53,320 --> 00:11:55,440 to the inside of the foot, 238 00:11:55,440 --> 00:11:58,610 between the contacting pose and the pushing pose. 239 00:11:58,610 --> 00:12:02,440 So we can translate this by inputting a bit of rotation 240 00:12:02,440 --> 00:12:06,800 when the foot is leaving the ground toward the inside. 241 00:12:06,800 --> 00:12:09,560 This is not a golden rule because it will vary 242 00:12:09,560 --> 00:12:12,740 from people to people based on your weight, 243 00:12:12,740 --> 00:12:16,520 the size of your hips, your orientation of your knees, 244 00:12:16,520 --> 00:12:18,710 even a subtle foot rotation 245 00:12:18,710 --> 00:12:21,233 will bring personality to your character. 246 00:12:22,350 --> 00:12:24,470 Before we mirror the animation, 247 00:12:24,470 --> 00:12:27,670 we need to slightly rework the knee. 248 00:12:27,670 --> 00:12:29,880 So basically, we just need to rework 249 00:12:29,880 --> 00:12:33,050 the left to right motion of the pole targets. 250 00:12:33,050 --> 00:12:35,140 I will just input a bit of delay 251 00:12:35,140 --> 00:12:37,700 based on the rotation of the foot. 252 00:12:37,700 --> 00:12:41,730 Most of the time, your foot and your knee are aligned. 253 00:12:41,730 --> 00:12:44,150 So when the toe is pointing inward, 254 00:12:44,150 --> 00:12:46,810 I will push the knee in between inward. 255 00:12:46,810 --> 00:12:50,560 And when the toe is pointing on the outside, guess what? 256 00:12:50,560 --> 00:12:53,660 I will push a bit, the pole target, on the outside. 257 00:12:53,660 --> 00:12:57,010 The X and Y curve don't have that much inference, 258 00:12:57,010 --> 00:13:02,010 I prefer to remove any key frames that are not set to zero. 259 00:13:02,100 --> 00:13:04,750 Once my keys were more or less defined, 260 00:13:04,750 --> 00:13:07,260 I've moved them away one from the other 261 00:13:07,260 --> 00:13:10,260 to get a smoother and slower motion. 262 00:13:10,260 --> 00:13:13,610 With this to avoid any noisy motion of the knee. 263 00:13:13,610 --> 00:13:16,410 There can be a bit of noise on the knee motion 264 00:13:16,410 --> 00:13:20,290 during the impact, especially on the heavy character, 265 00:13:20,290 --> 00:13:22,400 you will use the knee tweaker 266 00:13:22,400 --> 00:13:24,970 and input a bit of up and down motion 267 00:13:24,970 --> 00:13:27,750 whenever the feet are contacting the ground. 268 00:13:27,750 --> 00:13:30,220 But since our character is pretty lightweight, 269 00:13:30,220 --> 00:13:32,810 I prefer to keep a smooth motion of the knee 270 00:13:32,810 --> 00:13:34,990 following the foot. 271 00:13:34,990 --> 00:13:37,410 With the whole leg finally polished, 272 00:13:37,410 --> 00:13:40,470 we can now mirror the motion onto the other leg. 273 00:13:40,470 --> 00:13:43,610 This is something we have already done several time 274 00:13:43,610 --> 00:13:46,550 in this course so I guess you know all to do it, 275 00:13:46,550 --> 00:13:48,620 but I will repeat the process. 276 00:13:48,620 --> 00:13:52,030 I first selected all the controller of the left leg. 277 00:13:52,030 --> 00:13:54,670 Press Alt H to reveal all the curve 278 00:13:54,670 --> 00:13:57,890 and press A to select them all, then press control C 279 00:13:57,890 --> 00:13:59,570 to copy those curve. 280 00:13:59,570 --> 00:14:03,090 Then I will select all the controller of the opposite leg. 281 00:14:03,090 --> 00:14:05,330 I will also press Alt H 282 00:14:05,330 --> 00:14:08,410 to make sure that there is no curve hiding. 283 00:14:08,410 --> 00:14:11,410 I will select all the keys but the one on frame 0 284 00:14:11,410 --> 00:14:12,460 and delete them. 285 00:14:12,460 --> 00:14:14,410 Then I will select all the keys 286 00:14:14,410 --> 00:14:16,180 and press control shift to V. 287 00:14:16,180 --> 00:14:19,460 Now, both my legs are moving the same way. 288 00:14:19,460 --> 00:14:23,250 I will press shift to D to duplicate X and 32 289 00:14:23,250 --> 00:14:25,370 to offset by 32 frame. 290 00:14:25,370 --> 00:14:28,640 That way, I have two cycle for the right leg 291 00:14:28,640 --> 00:14:32,270 and now I can offset it back by half the length 292 00:14:32,270 --> 00:14:37,270 of the motion by pressing G, X, and minus 16. 293 00:14:37,270 --> 00:14:40,170 I have an alternate motion of both legs. 294 00:14:40,170 --> 00:14:43,440 I will go on frame 0 and insert a key frame 295 00:14:43,440 --> 00:14:44,910 on all the channels. 296 00:14:44,910 --> 00:14:47,520 Then select those key frame, 297 00:14:47,520 --> 00:14:50,700 press V and switch them to three. 298 00:14:50,700 --> 00:14:53,300 This way their end-all curvature won't change 299 00:14:53,300 --> 00:14:55,840 if I remove the previous keys. 300 00:14:55,840 --> 00:14:58,740 Then press Shift to D to duplicate those frame 301 00:14:58,740 --> 00:15:03,740 and move them on frame 30 to sway the first and last keys 302 00:15:04,080 --> 00:15:07,720 of the cycle of the same and we can remove any keys 303 00:15:07,720 --> 00:15:11,150 after frame 32 and before frame 0. 304 00:15:11,150 --> 00:15:13,630 And we now have both our legs polished 305 00:15:13,630 --> 00:15:15,690 and we can jump into the next video 306 00:15:15,690 --> 00:15:17,540 where we will be polishing the torso. 24539

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